[20:30] <+Arya> Hello! I am Arya Hipkins, and I am new developer attempting to get funding for my first “Gifts and Curses” while struggling with Bipolor Type 1 and being transgender.
[20:30] <+Arya> “Gifts and Curses” is a roleplaying game that has different focuses for Game Masters and Players. For players, the focus is on a custom personal magic for each character, character creation that focus on backstory, and matching the narrative power of the story with the machinal power of the game.
[20:30] <+Arya> For magic, instead of the player choose spells form a long list, they will choose a single word. The Game Master will then give them starting spells for that word. Then throughout the game, they will learn new spells by taking in game actions (such as learning from another mage or experimenting with their current abilities).
[20:30] <+Arya> To tie the narrative to the mechanics, player character’s skills and fighting styles come from their backstory and in game actions (such as training). No XP is used for “buying” new skills or abilities.
[20:30] <+Arya> This combined helps make each character’s story feel unique and impactful to the player.
[20:30] <+Arya> For Game Masters, the system is designed to be fluid in play and allows their creativity to shine. and valuing the backstory of a character both in character creation and during game play.
[20:30] <+Arya> To make the game more fluid, the types of roles used are designed to be handled quickly. Combat has been changed to have all character “move” on the same “turn” with a chance for the players to react to what is happening. The changes also promote a more requiring quicker but shorter responses form players. This leads to the players being more engaged (and
[20:31] <+Arya> and thus decreasing response time which speeds up combat) compared to the D&D method of complete an entire action at once.
[20:31] <+Arya> Allowing the Game Master creativity to shine is also important in this system. Being careful to not restrict the Game Master within the rules of the game, they can spend more time creating the world instead of worrying about countless limitations.
[20:31] <+Arya> You can check out most updated version of the “New players Guide” if you want to see how it works yourself!
[20:31] <+Arya> (Link: https://drive.google.com/open?id=0Bwnghly7FO0SNjRXLXlBamM3ZlE)https://drive.google.com/open?id=0Bwnghly7FO0SNjRXLXlBamM3ZlE
[20:31] <+Arya> The “New Player’s Guide” digital edition will remain free in order to allow GMs to introduce new players. Anyone here is free to share this link to others!
[20:32] <+Arya> If you wish to see the GM guide, check out my Kickstarter (Link: https://www.kickstarter.com/projects/992623042/gifts-and-curses-a-roleplaying-game?ref=user_menu)https://www.kickstarter.com/projects/992623042/gifts-and-curses-a-roleplaying-game?ref=user_menu I will be entertaining questions about the game, the development of the game, or personal questions.
[20:32] <+Arya> <done>
[20:32] <+Dan> Thanks, Arya!
[20:32] <+Dan> The floor is open to questions!
[20:33] <+Dan> Does the game have its own setting?
[20:33] <+Dan> (Welcome to #rpgnet, Guest88! You can set your name with the /nick command; e.g., /nick Dan 🙂 )
[20:34] <+Guest03> Could you give an example of a chosen word and starting spells?
[20:35] <+Arya> (I need to wait for done correct?)
[20:36] <+Dan> (Oh, no, sorry. You say done when you’re finished after a long response.)
[20:36] <+Dan> (My apologies for the misunderstanding there.)
[20:36] <+Arya> First dan’s Question. The Idea is to allow the GM is take the book into any setting of their choosing. That being said, currently, I am planning on writing two settings but only one is really fleshed out.
[20:37] <+Arya> Now for Quest03
[20:37] <+Arya> In one of my first games, a player choose the word Valiance
[20:38] <+Arya> So for her starting spells, I gave her a passive that gives her +4 to hit and damage when changing
[20:38] <+Arya> Another passive that she took double damage when retreating
[20:38] <+Arya> and an arua that she could cast that gives her and her allies +1 as long as they did not retreat
[20:39] <+Dan> (changing = charging?)
[20:39] <+Arya> yes, thank you
[20:40] <+Arya> as the game went one, she drank a potion that gave her a spell that let her teleport but with her word, it turned into a spell that let her teleport to an someone as long as she was charging them
[20:40] <+Arya> I had another player choose the word Delusional
[20:41] <+Arya> he was roleplaying as a person who believed that he could hear the voice of God
[20:41] <+Arya> so I gave him a spell that his God would warn him when he was in danager
[20:41] <+Arya> and his God would speak to him though magical items to tell him what they did
[20:41] <+Arya> This god did not really exist, but as the game went on
[20:42] <+Arya> he learned more and more spells that allowed him to draw others into his Delusions
[20:42] <+Arya> if you want to ask what I would do for a given word you are free to ask
[20:42] <+Arya> <done>
[20:42] <+CapnTylor> So the spell words are ‘descriptors’, then?
[20:42] <+Dan> So everyone uses magic in this game?
[20:43] <+Arya> Yes, they are. It is open ended enough though to allow the GM to play around with it CapnTylor.
[20:44] <+CapnTylor> Thanks
[20:44] <+Arya> So Dan, I generally have all the players use magic but not everyone in the world is magical. In fact, the setting that I have fleshed out is about the government trying to rid of all magic users due to the dangers that they pose to other.
[20:45] <+Dan> I see.
[20:45] <+Guest88> What is the actual core resolution mechanic? And how are non-magic skills handled?
[20:45] <+Dan> (Guest88: You can set your name with the /nick command. 🙂 )
[20:46] <+Arya> So, Guest88, this is long one and I will start with the core resolution mechanic.
[20:46] <+Arya> Each spell has a level that is tired to how difficult the spell is to cast (the same spell may be easier for some than others) and how much mana is used.
[20:47] <+Arya> For every spell level above 1, there is a 10% chance that they will fail the spell
[20:47] <+Arya> also, if the mage does not have enough mana to the cast the spell
[20:47] <+Arya> it is another 10% per missing mana
[20:47] <+Arya> but the player does not know how much mana they have, they only know if they are fatigued form casting or not
[20:48] <+Arya> Once the spell is cast, I have them roll a 1d100
[20:48] <+Arya> if they roll higher than the precent
[20:48] <+Arya> the spell casts as normal
[20:48] <+Arya> if not, it is sill casted but something about it fail
[20:48] <+Arya> how it fails is based on the spell itself
[20:49] <+Arya> and somtimes the failed spell will by even more usefull and become a permently new spell
[20:49] <+Arya> other times is backfires on the user
[20:49] <+Arya> and in rare cases it kills the user
[20:49] <+Arya> draining them completely
[20:50] <+Arya> how the spell fails is determined by the GM based on the spell and how much mana the spell is missing
[20:52] <+Arya> Now onto non-magic skills, they are normally handled as an understanding between the GM and player about the skill level of the character. For example, if the character is a master blacksmith, it is assumed that they can craft well made gear without having to roll. This speeds of a lot of roleplay and reenfroces how important the narrative is.
[20:52] <+Arya> In the second case
[20:53] <+Arya> a roll is used which is a 1d20+full stat of the attributes that would be tied to the skill (based on what the GM thinks that skill would be tied to)
[20:53] <+Arya> this is normally used when someone who knows how to sneak
[20:53] <+Arya> is trying to sneak past a guard
[20:54] <+Arya> While the first is encouraged to happen more often, the second is set in case it is not possible for the GM to make a good choice on if someone would pass or fial
[20:54] <+Arya> if you want me to explain more, just ask!
[20:54] <+Arya> <done>
[20:55] <+Dan> Do you have a character sheet posted that we can see?
[20:56] <+Arya> Currently, no but one is coming in the near future
[20:56] <+CapnTylor> regarding your non-human races… Are they out in the open & known to the populace, or do they keep to the shadows?
[20:56] <+Arya> Depends completely on the setting
[20:56] <+CapnTylor> up to the GM?
[20:56] <+Arya> in the two that I am writing, they are in the open
[20:56] <+Arya> but the GM may run a setting with them in the shadows
[20:56] <+Arya> <done>
[20:56] <+CapnTylor> i see
[20:57] <+Dan> What are the attributes?
[20:58] <+Arya> The 6 main attributes are, Strength [STR], Dexterity [DEX], Constitution [CON], Willpower [WILL], Luck [LUCK], and Perception [PERC]
[20:59] <+Dan> (Welcome to #rpgnet, Itherverse-Paul!)
[20:59] <+Arya> these where chosen
[20:59] <+Itherverse-Paul> Hi Dan, just taking a peek! Been checking in periodically to see what’s up.
[20:59] <+Arya> due to how familiar to pen-and-paper RPG players
[20:59] <+Arya> and Charmsia was purposely left out
[21:00] <+Arya> to remove rolling for soical interaction
[21:00] <+Arya> because rolling to lie is less interesting then making the playing come up with a good lie
[21:00] <+Arya> player*
[21:00] <~Dan> Itherverse-Paul, meet Arya, tonight’s Q&A guest. Arya, meet Itherverse-Paul, our next Q&A guest. Feel free to swap KS links. 🙂
[21:00] <+Arya> <done>
[21:01] <+Arya> Hi Itherverse, will have to stick around after this Q&A then
[21:01] <~Dan> (Oh, I mean his is the next Q&A on the schedule, not for tonight. 🙂 )
[21:01] <+Arya> Gotcha!
[21:02] <+Itherverse-Paul> (Sent in PM Arya)… Can’t stay long anyway, but appreciate the thought.
[21:02] <~Dan> Hmm… So skills don’t have levels, but rely fully on attributes?
[21:03] <+Arya> So typically, skills will be noted how much a person as mastered that skill
[21:03] <+Arya> and the GM will lower the total that a player needs to roll in order to complete a task with that skill
[21:03] <+Arya> though the higher mastery that a skill has
[21:03] <+Arya> the less likely a roll will be required at all
[21:03] <+Arya> for example
[21:04] <+Arya> if you where playing the best assassin in the world that never made a sound, then it would rare that you would ever need a roll to sneak around and sometimes even kill targets
[21:04] <+Arya> that being said, it is rare for a character to reach that level of mastery
[21:05] <+Arya> but for all rolls, it does fully rely on attributes
[21:05] <~Dan> So the GM decides on the applicable skill level on a case-by-case basis?
[21:05] <+Arya> to reduce the type of rolls that the player and GM needs to know about
[21:05] <+Guest88> So is this level of mastery just a narrative decision?
[21:05] <+Arya> correct dan
[21:05] <+Arya> and correct Gest88
[21:05] <+Arya> <done>
[21:05] <~Dan> Interesting. So speaking of assassins, how does the game handle combat?
[21:06] <+Arya> So, combat is handled in three phases
[21:06] <+Arya> Planning, Reaction, and Resolve
[21:06] <+Arya> in the planning phase, the Gm ask each player what they plan to do for that “turn” in combat
[21:06] <+Arya> then after the GM knows the player’s plan
[21:07] <+Arya> the reaction phase begins
[21:07] <+Arya> during this phase, the GM descripts what is happening
[21:07] <+Arya> and it is understood that the players are doing their actions while the Gm is descripting
[21:07] <+Arya> at and point, a player may speak up and change his declared plan
[21:07] <+Arya> but the later they do
[21:08] <+Arya> the less they are allowed to change
[21:08] <+Arya> once the GM is done
[21:08] <+Arya> the Resolve phase begins
[21:08] <+Arya> in which the GM will ask the players to make the rolls they need to
[21:08] <+Arya> and will tell everyone the results
[21:08] <+Arya> which restarts the planning phase
[21:08] <+Arya> because of how it is laid out
[21:09] <+Arya> the players have very little down time making it less likly that they will get distracted
[21:09] <+Arya> which I found to be the biggest time sink in combat
[21:09] <+Arya> it also tends to be more engaging and fluid
[21:09] <+Arya> due to the player’s chance to react to whatever they are facing
[21:09] <+Arya> making a hydra with 5 heads
[21:10] <+Arya> feel like it has 5 heads as you decript how it is attacking
[21:10] <+Arya> they tell you how they try to dodge
[21:10] <+Arya> instead of being two stat lines
[21:10] <+Arya> hitting each other over and over again
[21:11] <~Dan> How does damage work?
[21:11] <+Itherverse-Paul> Arya, I noticed two documents on your OneDrive (on the KS), the cover appears the same, but different file sizes – what’s the difference (hoping you haven’t already been asked this tonight)
[21:11] <+Arya> if you want me to go on more again combat, ask another questoin about it!
[21:11] <+Arya> <done>
[21:11] <+Arya> First dan
[21:11] <+Arya> Damage is rolled basied on the weapon used in combat
[21:12] <+Arya> should someone land a hit, they roll the weapon damage
[21:12] <+Arya> then you take the weapon damage and reduce it by the Damage Reduction (which is normally given by armour) and you take that set of damage
[21:12] <~Dan> Does Strength affect melee damage?
[21:13] <+Arya> if you hit 0, you fall unconscious, if you hit -10 you die
[21:13] <+Arya> but the GM may declare someone dead if it makes sense narrative at any time (say you did 4 damage to someone throat, they will bleed out quickly)
[21:13] <+Arya> Dex is alway used to hit
[21:14] <+Arya> and Str is always used for damage
[21:14] <+Arya> even it can be
[21:14] <+Arya> to reduce how complex it is to now if you use Str or Dex or a certain weapon
[21:15] <+Arya> the way that works with range weapon is Str is how hard you throw or how far you can pull back a bow string
[21:15] <+Arya> if you are using a gun or crossbow or other weapon that cannot be thrown or have you manually pull back a string, it you do no get any bonus to damage form attributes
[21:15] <+Arya> <done on dan>
[21:16] <~Dan> (Howdy, Velociengineer_Bill!)
[21:16] <+Arya> now for Guest 88, yes it is just a narrative decision
[21:16] <+Arya> <done for Guest88>
[21:18] <+Arya> Any other questions or something you want me explain or someone can give me a word and I can tell you what I would most likely do with it? <done>
[21:18] <+Itherverse-Paul> And the two documents on the OneDrive? The difference? They appear the same.
[21:18] <~Dan> I think you missed Itherverse-Paul’s question.
[21:19] <+Itherverse-Paul> I haven’t dug into them, sorry – I just recall the covers being the same (was expecting a GM guide and Player guide) …
[21:19] <+Arya> Sorry Itherverse-Paul
[21:19] <+Arya> So, the other difference is that one is a more updated version of the Player’s Guide
[21:20] <+Arya> Both are uploaded because one was given out by the direct link instead of the fodler link
[21:20] <+Itherverse-Paul> Ah, okay, should I assume that’s the larger of the two, I think there was a 2-3 GB difference in file size?
[21:20] <+Itherverse-Paul> the more up-to-date one, that is?
[21:20] <+Arya> meaning I could not update it without destroying a link I already emailed
[21:21] <~Dan> Is it the case that any spell a character learns will always be colored by the character’s magic descriptor?
[21:21] <+Itherverse-Paul> I can check the version numbers. I’m sure it’s clear…. thanks.
[21:22] <+Arya> They should be named the version that they are and have the file size
[21:22] <+Arya> sorry I was checking to make sure that they where about the same
[21:22] <+Arya> if anyone else sees a huge different in file size let me know and I will look into it after the Q&A
[21:23] <+Itherverse-Paul> (Thanks Dan & Arya, have to run. Wife just finished dinner) :: waves :: Happy New Year everyone (Good luck w/KS Arya)
[21:23] <~Dan> (Take care, Itherverse-Paul!)
[21:23] <+Arya> Dan, usually yes but not allways
[21:24] <+Arya> For example, joining a church (or signing a pack with a daemon) will usually give you spells colored by the church (or daemon) instead
[21:24] <+Arya> <done>
[21:25] <~Dan> How do you determine how powerful starting spells can be?
[21:26] <+Arya> I try to keep starting spells at a low power level that can lead into interesting stories. I try to make them not deadly on their own, a passive to make it feel more innate, and give them more information about the world around them
[21:26] <+Arya> for example
[21:26] <+Arya> if you choose fire
[21:27] <+Arya> I would start you off being able to warm up your hand, create a small spark, and to have a much higher tolerance to flame
[21:27] <+Arya> and if they started to try to make the spark bigger and bigger
[21:28] <+Arya> over time they could create a little flame
[21:28] <+Arya> that way the longer the person has a character, they stronger the magic is
[21:28] <+Arya> which is important because it is one of the few ways that you can show progression
[21:29] <+Arya> and some players really like progression and it is hard for them to their narrative progression without XP counters
[21:29] <+Arya> <done>
[21:29] <~Dan> So you offer more guidance than firm rules on the subject?
[21:30] <+Arya> Correct
[21:30] * ~Dan nods
[21:30] <+Arya> I really want to make the GM feel like they are allowed to try that crazy idea of thiers
[21:30] <+Arya> and it lets the rules fit into more settings
[21:30] <+Arya> for example, maybe the GM wants the players to all be Gods
[21:31] <+Arya> and start with world changing spells
[21:31] <+Arya> <done>
[21:31] <~Dan> What races do you offer?
[21:32] <+Arya> Currently, humans Kitsune, Werewolves (they are always wolves and never transform), and Minotaur with more planned later on
[21:33] <~Dan> Why those in particular?
[21:33] <~Dan> (Howdy, Crazy-Cabal!)
[21:34] <+Arya> They happen to by races that I have run with in the past so I already had experienced stat adjustments for them, on top of them I wanted to keep a theme of animals evolving into bipetal races to allow them to exist form either evolution or by a God’s hand
[21:35] <+Arya> letting them fit into more settings
[21:35] <+Arya> <done>
[21:35] <~Dan> Do you plan on continuing with the animal theme in any supplements?
[21:36] <+Arya> Yes, I do. All races that I make will most likely be animal theme.
[21:37] <+Arya> Currently wanting to make an insect race but I could not get the balancing right and have them feel like an insect race
[21:37] <+Arya> <done>
[21:38] <~Dan> Do you have any means for players to assert narrative control?
[21:38] <~Dan> Hero Points or the like?
[21:40] <+Arya> In my games, I do allow the player some control in my games with their backstory but I do not have any means for the players to assert over the narrative outside of their own actions
[21:40] <+Arya> While I do find Hero Points and the like interesting
[21:40] <+Arya> I wanted to focus on allowing the GM to be free to create their world
[21:40] <+Arya> <done>
[21:41] <~Dan> This is your first attempt at a published game, I believe you said?
[21:42] <+Arya> Yes, it is
[21:43] <~Dan> What games (if any) influenced your design?
[21:44] <+Arya> My main influence was a modified version of D&D created by Thomas Zubryzcki
[21:44] <+Arya> which was a simple homebrew ruleset we used
[21:44] <+Arya> and where the choice of attributes comes form
[21:45] <+Arya> the other influence I had was Traveler’s system of giving skills by a narrative process
[21:45] <+Arya> having a character’s professional life simulated
[21:46] <+Arya> in early builds of this game there even was a whole table to simulate a backstorybut
[21:46] <+Arya> it was scraped to speed up character creation and give more freedom to the players after about three months of playtesting
[21:46] <~Dan> (Howdy, LW!)
[21:47] <+Arya> which became the current system of giving skills based on the player’s created backstory
[21:47] <+Arya> <done>
[21:48] <~Dan> How do you balance broad vs. narrow backgrounds?
[21:53] <~Dan> Oh dear.
[21:55] <~Dan> wb, Arya
[21:55] <+Arya> I am sorry about that
[21:56] <+Arya> dog sitting today and it unpulged the router
[21:56] <~Dan> Heh. That’s okay. I love dogs. 🙂
[21:56] <+Arya> can you please remind me the questions and how far I got into it?
[21:56] <~Dan> Well, you’d just finished one question, and I’d asked this:
[21:56] <~Dan> [21:48] <~Dan> How do you balance broad vs. narrow backgrounds?
[21:57] <+Arya> Gotcha, perfect
[21:57] <+Arya> so, with the farmer I would guide them a little like having their father teach them how to hunter or be a war hero or anything that they would be fine with
[21:58] <+Arya> to give them basic combat skills
[21:58] <+Arya> so even without a long list of skills and knowlegde
[21:58] <+Arya> they could at least defend themself
[21:58] <+Arya> and thought the game
[21:58] <+Arya> I allow players to teach the other players
[21:58] <+Arya> thier own skills
[21:58] <+Arya> since that makes sense narratively
[21:58] <+Arya> to help balance it out
[21:58] <+Arya> <done>
[22:00] <~Dan> How do you go the other direction, when you’re starting off with, say, a warrior?
[22:01] <+Arya> I will normally say that while at training, they where required to attend a class that is needed whoever employees them
[22:01] <+Arya> such as medical training
[22:01] <+Arya> logistical training
[22:01] <+Arya> how to create and maintain weapons and armour
[22:02] <+Arya> or if I think the game will head in certain directions
[22:02] <+Arya> they could be selected for special obs
[22:02] <+Arya> if the other players are all playing theifs
[22:02] <+Arya> Also, somtimes I just let a player be a really great and famous warrior
[22:03] <+Arya> or a great and famous artist
[22:03] <+Arya> and the fame they have will give value to the story and create interactions between the players
[22:04] <~Dan> So to go back to your earlier point, how would you simulate a famous warrior in game terms?
[22:04] <+Arya> I have a long list of “fighting styles” that give bonus to certain actions
[22:04] <+Arya> that I would give them
[22:04] <+Arya> so that they outclass most other fighters
[22:04] <+Arya> and in game
[22:05] <+Arya> have a lot of NPCs already know and respect them
[22:05] <+Arya> before they have meet
[22:05] <+Arya> met*
[22:05] <+Arya> one example of a fighting style is the “Wolf Style”
[22:05] <+Arya> which gives bonus chances to dodge attacks
[22:05] <+Arya> and when you dodge an attack
[22:05] <+Arya> you get bonus to counterattack
[22:06] <+Arya> these fighting styles where once in the “New Player Guide” but where removed to make it simpler to read
[22:06] <+Arya> and udnerstand
[22:06] <+Arya> but they will be listed in the GM guide
[22:07] <+Arya> since they players really only need to know the ones that the GM gives them anyway
[22:07] <+Arya> I am also planning on writting a sectain on how to create a good fighting style
[22:07] <+Arya> sorry if I went a little off question there though and I hoped I answered what you where looking for
[22:07] <+Arya> <done>
[22:07] <~Dan> (Howdy, TwentySix!)
[22:08] <+TwentySix> (hi)
[22:08] <~Dan> No worries, Arya. 🙂
[22:08] <~Dan> Do you have any equivalent of combat techniques for non-combat skills?
[22:10] <+Arya> Yes, and I tend to call them professions. A profession is basically a combat style that is not for combat. One of the most used ones is alchemy. With professions, I would tell them what they know how to do with it currently and to increase their skill they need to practice or learn from someone (this is also how you learn and upgrade combat styles).
[22:11] <+Arya> So, an alchemist may know how to make a healing potion and a potion to see in the dark
[22:11] <+Arya> and could learn form another alchemist how to make a potion to jump higher
[22:12] <+Arya> or teach other alchemist how to make the healing potion
[22:12] <+Arya> how quickly they learn is based on how fast the GM thinks that person would learn
[22:12] <+Arya> <done>
[22:14] <~Dan> Do you include a bestiary in the core rules?
[22:15] <+Arya> A bestiary is planned if I am able to get enough funding in my kickstarter campaign
[22:15] <~Dan> Given the lack of a setting, what sorts of creatures do you plan on featuring?
[22:19] <+Arya> A lot of the creatures that I have used in my games plus a few more than a friend of my created. One example is a platypus looking creatures that can explain their mid section to about 20 feet and have a powerful bite. Other is a harmless round water creature that eats plant life with a cute distress call that is popular as a pet
[22:19] <+Arya> but the bestiary is current in an infant stage and a lot of work will need to be done on it
[22:19] <+Arya> before it is even close to being ready or release
[22:19] <+Arya> <done>
[22:21] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to mention?
[22:22] <+Arya> I hope that what I has so far is interesting! As this is my first atpmented at a published work, I would love to hear any feedback that you have. Please feel free to message me on kickstart or at my email firstname.lastname@example.org with you commits!
[22:23] <+Arya> Other than that, I have nothing that I burning to mention
[22:23] <+Arya> so if you have any last min question, I would love to hear them!
[22:24] <+Arya> If not, I would like to thank everyone for their questions and time and thank you for inviting me to be here!
[22:24] <+Arya> it has been enjoyable
[22:24] <~Dan> Thanks very much for joining us, Arya!
[22:24] <+Arya> 🙂
[22:25] <~Dan> If you’ll give me just a moment, I’ll get the chat logged and get you the link. 🙂